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Steel Battalion: Line of Contact review
Steel Battalion, or Tekki as it's known in the East, is a mecha-fan's dream. The simulation, based on 'Vertical-Tank' (VT, Capcom's definition for the in-game mecha) warfare, is arguably a genre-defining title. Ever since its release, there was talk of an online version. Capcom confirmed this and after a brief beta period, delivered Steel Battalion: Line of Contact (Tekki Taisen) in early 2004.

Utilising the epic 40-button controller once again, Line of Contact sees the return of Hai Shi Dao and the Pacific Rim Forces, engaged in another war set two years after the second Ocean City Conflict.

The game takes the form of eight turns, played over a single round of warfare. The online-only campaign sees players joining a faction and playing for their respective force. It is a war for territory and during each round, percentages of the overall map - presented by an overhead view of Ocean City - are won and lost for each of the factions involved. Once a round is over, spoils of war are awarded to the victorious side, seeing higher-scoring players earning medals, supply points (game currency) and even VTs. Then, it all begins again. Just like the original game, all this can be lost at a moment's notice if you 'die' while playing: your pilot is dead, say goodbye to all those optional parts earned during campaign, rare VTs stockpiled in the hanger... all gone.

Progression is made through the online campaign thanks to the ever-ticking server clock, with each turn representing a stage of the overall war effort. As each turn unfolds, new maps are made available, replacing older maps, new VTs can be bought and new factions even make an appearance. Each sortie begins in either an attack/defence position and optionally a specific mission goal such as capture a particular base or container. Players choose their VTs, configure them for play and begin the advance. Each side has a limited amount of sortie points to deploy a VT, thus maintaining a balance; the more technologically advanced VTs (like a third-generation model, for example) cost a small fortune in sortie points - you're likely to see only one from any particular player. Once sortie points hit zero (or a mission objective is won), it's mission over. The winning side gets all the glory, supply points and possibly other bonuses such as VT captures and optional parts.

Players aren't confined to playing just Campaign: a 'Free Mission' mode is also present. Playable online or via system-link, this mode gives the player an array of options to customise any particular sortie. Battle Royal and team-based games, using VTs gained through Campaign, the structure of play is exactly the same but without the map and time-restrictions present in normal play. Delay in pressing that eject button and the same fate awaits 'Free Mission' pilots.

Line of Contact looks even better than the original. Continuing with the gritty style of the original, this outing features redesigned cockpits (that correctly display external weapon configurations), large, graphically rich environments and a much-needed graphical overhaul; gone are the problems that dogged the original at times. A 720p-mode is also supported. Pilot data has been expanded to display background information such as wins, losses and hit ratio. The graphics come into their own in the excellent replay feature. Allowing players to view the action from any possible angle (although, unfortunately, not from another pilot's cockpit), one can see the time and effort Capcom has lavished on the game during development. Replays can be traded too and great discussion has erupted in-game regarding various tactics, mistakes and pilots defending their honour. Even after a return from the grave, new pilots literally 'killed' during the last mission regularly mutter, "Who killed me?"

The 5.1 capabilities of the Xbox are put to good use again; Line of Contact is an audible delight. Turn it up and feel the metal of a Cutter Boom grinding its way through an opponent. Laugh insanely as one launches the mighty Earthshaker Gauss Cannon, shutting down every opponent in line of sight, leaving fellow teammates to obliterate the now-lifeless, enemy VTs.

It all comes together beautifully, successfully competing with the original as a genre-defining, full-on mecha simulation.

Unfortunately, while Line of Contact (in-game) proves to be one of the greatest Live experiences on the Xbox, actually setting up a game can be tiresome and difficult. The community has gone from a couple of thousand to only a few hundred (although, many players consider this a boon due to the familiarity of the community). Network difficulties during pre-game lobbies can delay proceedings and tarnish what is otherwise a superlative title. On the one hand, lag doesn't really exist in-game like it does other titles, pausing the game if any network problems arise. On the other, during a pre-game lobby, it is a totally different story - pilots get 'kicked', ping rates fluctuate wildly and some even have trouble getting into a lobby in the first place. This makes larger games, with more than six people, difficult at times, if not impossible. Dedication, persistence and a lot of patience are requirements of any Line of Contact player.

Line of Contact does provide the online experience many players wanted. Even with the steep learning curve involved, the game is something everyone should experience.
Feedback via Forum ntsc-uk score 8/10
System: Microsoft Xbox
Genre: Action
Developer: Capcom Production Studio 4
Publisher: Capcom
Players: 1-10
Version: European
Reviewed: Feb 2005
Writer: Jason Adams
Pros:
- Deeper than a very deep thing
- Excellent replay mode
- Superlative Xbox Live experience
Cons:
- Live ruined by network issues
- Learning curve may be off putting to some
Steel Battalion: Line of Contact Video: 6.9MB SteelBattalionLoC Video
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